Ensure flex is installed properly.
Reduce the pathing length by moving the mod folder and PNG's so it is the close the the C drive.
C:\modFolder
instead of
C:\Users\yourComputerName\Documents\myMod
The length of characters are important so reducing it needed.
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: COH2 clear symbols even though using PNG.7 Sep 2020, 17:32 PM
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Thread: More Ideas about the Universal Carrier1 Sep 2020, 20:53 PM
How often do you garrison the universal carrier? This this slight adjustment, an garrisoned squad will manned the Vicker's K Light Machine gun with out the upgrade. Is this useful, probably not. But, this could change the dynamic of the unit to out right removal of the pintle upgrade. This could be applied to other units such as the 251. If applied to a unit with 'holds' instead of 'crews' such as the M3 Halftrack, which has 5 'hold' spots, All spots will be filled with men while the gunner can appear as free 6th man. If anyone wants to test this out, it again can be seen in my mod. In: COH2 Balance |
Thread: Mod Release, Design and Live Fixes and Issues28 Aug 2020, 18:42 PM
Big update to my mod. Soviets -Swapped the M3 Scout car with the Mortar Team -Zis AT gun gains a free smoke barrage Leig/Pack Howitzer Gain a toggle to load in AP rounds that fired directly like an AT gun Leigs AP damages is similar to the M42 AT gun Pack Howitzer AP rounds is similar to the Pak 40 Pack Howitzer HE rounds now have similar arching pattern to the 120mm Mortar. (More Air Time) Pack Howitzer Auto attacks scatter now are equal to the 120mm Mortar With now another source of AT both Lieutenant and Captain now has a reasonable AT source. USF These following changes make USF changes less drastic Linear teching style reverted The teching is now reorganized with the lives 'confirmed' teching style. Captain and LT are not free but more options are available. T0: Riflemen, Assault Engineers, WC51, Amublance T1: Lieutenant, Mortar, M1 AT Gun T1A: M20 Utility Car, M15 AA Halftrack T2: Captain, M2B HMG, Pack Howitzer T2A: M16 AA Halftrack, Stuart T3: Major, Sherman, Jackson, M8A1 Scott. Armor Company Elite Vehicle Crews replaced with the Pershing Recon Support M8 replaced with 105mm Bulldozer Sherman Mechanzied Assault groups replaced with 155mm Arty Tactical Support M5 Halftracks replaced with Forward Observers Recon Overflight replaced with Mark Target Also here are some other video showcases In: COH2 Balance |
Thread: durability of half-tracks28 Aug 2020, 16:49 PM
Honestly, I can not think of a time where small arms was used to take down the 251 from full health, or even after a snare. It is usually multiple snares and/or at guns. Buffing its armor or nerfing its counterparts probably would not change much. In: COH2 Balance |
Thread: How to add a killcounter to buildings?26 Aug 2020, 21:23 PM
Simple question: How to add killcounters to buildings especially the MG Bunkers? You might need them to be attached to a squad or sbps like the mortar pit and bofors for it is squad kills rather than entity kills. |
Thread: Confusion about different SHERMAN tanks of USF24 Aug 2020, 21:12 PM
This bulletin database should help out https://coh2db.com/bulletins/index Mechanized company provides the 76mm, which is different than the Easy Eight. Only Rifle Company has the Easy Eight. The easy 8 has a base health of 720 over the standard 640, so it can take another shot before death. It also has 215 armor vs the Sherman 160 so it can bounce more often as well. In: COH2 Gameplay |
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 20:33 PM
Testing of chasing down retreating squads can be a bit hard, but it seems fine still a relative easy fix. Do not worry, I have toned down the damage and gpu resources, in which you can play around with it in the mod. Instead of point target like a grenade, I decide to look at the Centaur's ability instead. Able to strafe an area with flames. Also, I fixed the audio issues in the original, so I am more clear. (still uploading) In: COH2 Balance |
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 12:43 PM
I am sorry that some of my comment might be out of point but I could not really follow the video since the sound level of the game was allot higher than the sound of the comment and I couldn't follow them. I will see if can play with the audio to fix it. The turn rates were adjusted to the units will get less caught up on the terrain. This is why I have the 221 in the mod and the 221 can arrive earlier while the 222 upgrade arrives later, requiring battlephase 1 In the video the armor values are 2 for high damage weapons and 3 for lower damage weapons. The health is at 320. The higher health also means repairs will take longer, tying up engineers for a longer amount of time. I have not touched the veterancy but lowering pop with veterancy is interesting. The death of passengers is and only tied to a chance which can be removed. It may be possible to apply a 'mine' effect upon the passengers on death. The reason teller mines seem like they wipe squads so easily is probably because it does not a limit on model deaths and the aoe effect probably kills some/all models. I will continue to play around the values. In: COH2 Balance |
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 12:25 PM
That was an over sight but they can easily be changed to target size anyways, but to be fair shock troops are over performing. I did some testing, and this may make shock troops more balance at the moment. In: COH2 Balance |
Thread: 'Initial' Vehicle Adjustment Ideas24 Aug 2020, 01:48 AM
With the recent threads about the WC51, here is my response to the unit and all similar units. Note, I have slightly tone down the weapons since the video. And sorry for the bad audio quality. For me, the WC51, M3A1 Scout car, Kubel, and the Universal Carrier always have felt 'off.' Their life span is quite limited and their role even more so. So, I have adjusted them in my mod. Primarily their turn rates have been greatly increased due to how clunky they feel. Their health and armor has been adjusted so engagements are more reliable. All rifles penetration has also be increased to 1.5 from 1. This should make them more of a standalone unit rather than a single purpose unit. Their flanking capabilities and response times are increased so they can a great support units while able to support capturing. In: COH2 Balance |
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Latest replays uploaded by Angrade (Ægion)
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VSWhizzBang RpgGotMe [SU-76M5AXIM] RED RadagastBurke [HAN]G Funk Music Manakete Vanguard An 'orrible CuntLarge Epic Battleby: Angrade (Ægion) map: La Gleize1-869
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VS[IG] Falkenmond NL_Sim Prinz Glen MatthewsManakete Vanguard Capitaine Soif [6. SS-Pz-Armee] Ogf. Dietrich redruM - Mutti macht euch platt!You can't be any worseby: Angrade (Ægion) map: City 172-1,170
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VSTANK HUNTER (PL) Nevissue97 -2d- QuagmireHer General Deathshead Solovey Russia Manakete Vanguard2v3 winby: Angrade (Ægion) map: Lazur Factory1-733
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VSCmd-Jeeps[FR] The morning breeze `Agion Change My LifeNico(Ger) ParaTank Rusty Shackleford puzzleBoXKing Tiger One Shotby: Angrade (Ægion) map: Lienne Forest1-1,085
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VSrobin_johanssen -=SFK=-Zenturio Flomur `Agion SoFlyMr Pi Amon